Quick answer: Unity Animator trigger set during an active transition not consumed? Triggers queue until the current transition completes; if another state's transition consumes it, the original target is missed.

Player hits A then B in quick succession. Trigger 'B' lost because the 'A' transition was mid-flight.

Reset triggers on transition complete

State Behaviour OnStateExit: ResetTrigger on the consumed trigger. Subsequent SetTrigger hits a clean state.

Or use an input buffer

Track player input as a buffer; consume on state transitions. Decouples input timing from animator state.

Avoid back-to-back triggers

Combat games benefit from explicit combo systems rather than animator triggers. The animator is the renderer; logic is yours.

“Triggers are state-machine inputs. Their lifecycle is the state machine's.”

For action games, the animator should consume from a queue you own. Direct trigger setting is the bug source.

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